Game FAQs
What makes the Tournament Games' Version of Solitaire, SOLIDROID, a Predominately Skill Based Game
- Row stacks are stacked in descending order, alternating between red cards and black cards.
- Scoring is based on the player's ability to complete the objective as quickly as possible.
- The card that is face up on the deck is always available for play. Players arrange cards into row stacks and suit stacks. Row stacks are stacked in descending order, alternating between red cards and black cards. Suit stacks are stacked in the four areas at the upper right of the screen in ascending order, beginning with aces.
- To move a card or a stack of cards from one row stack to another, click and drag a card or stack. To move a card from either the deck or a row stack to a suit stack, double-click it.
- After moving a card from a row stack to a suit stack or a different row stack, click the next card to turn it over. When a row stack is open (no cards in the row), players may move a King (along with any cards that might be in its stack) to the open row stack.
When playing SoliDroid, you will need to be efficient in every way. Practice, learn the rules and try to hone your skills. If on a mobile device, try using both hands to maximize your speed.
Once the game starts, study any possible moves that you have available. If you can, move any aces to the Ace Tray at the bottom. To move the cards, tap the one you want to move, then the column you want to move it to. If there are no playable cards in your SuperStax or PlayLater stacks, you can tap the deal tray on the lower left-hand corner to reveal your next card.
Move cards into the Aces Tray in ascending order. For example, if you have an Ace of Hearts, you would place it into the Ace Tray, then the Two of Hearts, etc. Move all cards into these columns to bust the deck!
Above each of the King Trays on the top of the game, you will see a light that can
be either gray, red, green, or yellow.
When you see:
Gray: There are no cards in the column.
Green: The cards in that column can be moved.
Red: A king is at the top of this column. No other moves should be made from
this column.
When cards are dealt from the deck to play, they are dealt out to the SuperStax, in the order of whichever has the fewest amount of cards. A small arrow will be at the top of the SuperStax that will be getting the next card.
Using this feature can change the whole outcome of your game. If you miss a move, move the last dealt card into an available PlayLater stack to complete the missed move. You can also begin moving cards to the PlayLater trays when you have reached the end of your deal cards, and are no longer able to make moves. This may possibly give you more play options, and extend your game.
Playing this card takes careful planning, but don't take too long if you are using it as your last move. If you do, and the timer runs out, you will miss the chance to use it. However, you get points for not using it. You can play this card in place of any unplayed card in the game. Try to make the play in a place that will open you up for even more moves, enabling you to continue farther into the game!
This feature allows you to play a solveable solitaire deck. While you may not bust it 100% of the time, if you play your cards right, you can bust it. You still need to play as fast as you can, because the other players may bust the deck as well, and the competition will be tight!
Some tournaments have the Re Deal feature available. For a few seconds at the beginning of the game, the Redeal will be displayed in the center of the screen. If you are not happy with the deal of the cards, press Re Deal to get a fresh set of cards.
All games feature the Same Deck feature and all the players entering that tournament will always have the same deck of cards dealt in the same order. This is always enabled to ensure that all players that enter into a tournament have the same chances of winning and ensures a fair playing environment for gameplay. This also increases the competitive aspect of each tournament, so play as fast and smart as you can!
What makes the Tournament Games' Version of Billiards, AIM-N-AIDER POOL, a Predominately Skill Based Game
- The objective is to score as many points as possible by dropping the balls into the pockets. More points are awarded the quicker each player clears the table.
- Every time a ball is pocketed, the timer is reset to full value. The timer continues if a player fails to pocket a ball once the player takes a shot.
- Points are deducted for each scratch (pocketing the cue ball).
In Aim n Aider Pool, your goal is to sink the balls as fast as possible to rack up a high score. There are 9-15 balls in each rack in different patterns, sometimes with obstacles on the table. The bonus ball, indicated by a colored circle, will net bonus points upon sinking. Sinking more than one ball will also give a bonus.
Use the pinpoint navigation system by moving around the table with your cursor, or by using the navigation arrows at the bottom of the screen to aim the cue stick. Then pull by the power indicator on the left of the screen to the desired force and release to make the shot.
Use the camera icon on the right of the screen to toggle your view between a bird’s eye-overhead angle and a table-level realistic type view.
Special highlighted pool balls, called bonus balls, are worth more points when sunk within the time they are highlighted on the table. These bonuses are timed. The highlighted color will change from green to yellow and then from yellow to red as the time expires for the chance to receive extra points. Once the time has expired for a bonus ball, it then becomes worth the regular point value. A new bonus highlight will appear on another ball on the playfield randomly later during the game.
TIMER VALUE + ( ( 100 + (20 x RUN LENGTH) ) x RUN LENGTH )
For the those of us who don't speak algebra, this formula basically makes a run
of 10 worth much more than two runs of 5, even if they are played at about the same
speed: Here's a chart that shows the scoring for plays at different run lengths.
(We used 180 as the timer value on each line for clarity.)
Points
Points are scored on each move based on how quickly each move is made and the number of cards played in a row. The "run" ends when you draw a card from the draw pile or the timer runs out and one is drawn automatically. Using the wildcard does not interrupt your run. A longer run greatly improves your score for each play. Here's the formula for the scoring:
What makes the Tournament Games' Version of Tri-Tower Solitaire, MEGASTARS, a Predominately Skill Based Game
- The goal of each game is to clear each level and advance to the next round. Cards are played from the playfield to the discard pile.
- A card can be played if it is one less or one greater than the face-up card on the discard pile.
- The suit is irrelevant and an ace can be played on a king or a two.
- Points are scored on each move based on how quickly each move is made and the number of cards played in a row.
- Row stacks are stacked in descending order, alternating between red cards and black cards.
- Scoring is based on the player’s ability to complete the objective as quickly as possible.
- The card that is face up on the deck is always available for play. Players arrange cards into row stacks and suit stacks. Row stacks are stacked in descending order, alternating between red cards and black cards. Suit stacks are stacked in the four areas at the upper right of the screen in ascending order, beginning with aces.
- To move a card or a stack of cards from one row stack to another, click and drag a card or stack. To move a card from either the deck or a row stack to a suit stack, double-click it.
- After moving a card from a row stack to a suit stack or a different row stack, click the next card to turn it over. When a row stack is open (no cards in the row), players may move a King (along with any cards that might be in its stack) to the open row stack.
The goal of Mega Stars is to clear each level and advance to the next round. Cards are played from the playfield to the discard pile. A card can be played if it is one less or one greater than the current face-up card on the discard pile. The suit is irrelevant and an ace can be played on a king or a two.
Run Length | Timer Value | Score |
1 | 180 | 300 |
2 | 180 | 460 |
3 | 180 | 660 |
4 | 180 | 900 |
5 | 180 | 1180 |
6 | 180 | 1500 |
7 | 180 | 1860 |
8 | 180 | 2260 |
9 | 180 | 2700 |
10 | 180 | 3180 |
11 | 180 | 3700 |
12 | 180 | 4260 |
Run Length | Timer Value | Score |
13 | 180 | 4860 |
14 | 180 | 5500 |
15 | 180 | 6180 |
16 | 180 | 6900 |
17 | 180 | 7660 |
18 | 180 | 8460 |
19 | 180 | 9300 |
20 | 180 | 10180 |
21 | 180 | 11100 |
22 | 180 | 12060 |
23 | 180 | 13060 |
For the those of us who don't speak algebra, this formula basically makes a run of 10 worth much more than two runs of 5, even if they are played at about the same speed: Here's a chart that shows the scoring for plays at different run lengths. (We used 180 as the timer value on each line for clarity.)
As you can see from the table, a run of 6 will score 300 + 460 + 660 + 900 + 1180 + 1500 = 5000 and Two runs of 3 will score: 300 + 460 + 660 = 1420 x 2 = 2840. In the example above, the same number of cards are played, but the first six were played in one run and scored 2160 points more than two sets of three. It a good idea to keep this in mind and look for the longer runs wherever possible.
Wildcard
The wildcard cycles through each card in a normal deck of 52 cards. To use the wildcard
click on it to stop the cycle. The card that the cycle stops on becomes the current
face-up card on the discard pile.
Bonuses
Bonuses points are scored when you clear a level. Each remaining card in the draw
pile scores 1000 points and 5000 points are scored for an unused wildcard.
What makes the Tournament Games' Version of Bowling, TRICK BOWLING, a Predominately Skill Based Game
- The goal of each game is to clear each level and advance to the next round by clearing all the pins from the lane.
- The objective is to score as many points as possible by knocking the pins over while strategically maneuvering through obstacles. More points are awarded the quicker each player clears the bowling lane.
- The player's score is directly related to their speed and accuracy while knocking down the bowling pins.
"Trick Bowling" by Tournament Games Inc. is one of the most interesting and challenging Bowling Games to date. The game incorporates the Standard Bowling Pins and 10 pin Pattern that everyone is familiar with. However, we have integrated the development of a new timer based scoring system that eliminates the possibility of the traditional restriction that occurs when players tie for first place with scores of 300. The similarity to other bowling games stops there.
During gameplay, there is no limit to how many times a player can roll the bowling ball while attempting to to knock down all the pins or until the generous timer runs out. The faster you knock down pins the higher the score. In addition to the standard 10 pin pattern, there are many unique pin formation patterns also included in the game. For example, a pin pattern may be in the shape of an X, an O, or several other interesting and challenging patterns.
In addition, the number of pins in a pattern may be greater than the standard of 10 pins. Our system can accommodate upwards of 100 pins in the various patterns available."Trick Bowling" also allows the player to adjust the "POWER" of how the ball is rolled to hard or easy or anywhere in between. This POWER adjustment also impacts the amount of curve from a "little curve" to a "lot of curve" or anywhere in between.
Some pin patterns will have the "gutters" replaced by "SIDE RAILS". This creates the ability within the game to roll bank shots as the ball will bounce off the rail back towards the lane.Each roll the ball is placed at a random position on the lane. The player can move the ball left or right the width of the lane.
There is full ability to change the angle of the ball roll incorporated into the game. For example, player can move the ball to one edge of the lane and roll the ball across the lane to the opposite side. All these different controls are required to manipulate the ball and successfully knock down all the pins as some patterns will have one or more posts on the lane. To knock down pins placed behind the post it is sometimes necessary to roll a curve around the posts or roll a bank shot off the side rails. There are also custom pins to allow the player to customize the game graphics to their preferences. These custom pins have different characteristics. For instance, some are easier to knock down and others harder to knock down than standard bowling pins.
While the rules are simple, roll until all the pins are down or until the timer expires. The faster the pins are knocked down the higher the subsequent score. Curve shots and bank shots have a slight scoring bonus over straight shots. Also, some patterns may be impossible to clear without using a curve or bank shot. All patterns have been tested and can be cleared in the allotted time The strategy is up to you to figure out. There are several good standard bowling games available and our goal is to make bowling more interesting, fun to play, difficult to master, and provide many more hours of entertainment than standard bowling.
What makes the Tournament Games' Version of Mahjongg, FAST MATCH, a Predominately Skill Based Game
- Players must remove matching tiles from piles by clicking on a tile, by finding the matching tile and clicking on it. They must continue doing this until all the matching tiles are removed from the board.
- Scoring is determined by the cumulative elapsed time on the counter between matches.
- Only open tiles may be played: tiles may be locked by having a tile on the left or right on the same or higher stack level.
Each of the Fast Match tile patterns contains four of each tile. The total amount of tiles in each pattern rangs from 52 to 80 tiles, resulting in difficulty levels ranging from easy to expert. With the range of tile patterns, backgrounds, and tile designs, each round of the game is a truly unique and engaging experience.
The game score is calculated based upon how quickly a player selects and removes the matching tiles from the playing field. The timer (on the right of the game screen) counts down, and the faster a match is made the higher the amount of points added to the player's overall game score.
Each tile formation, or layout, requires a slightly different approach, however in general it is always a good tactic to remove tiles that will reveal, or open up, other tiles when possible.
In certain situations, reshuffling the tiles can lead to more harm than good. Choosing to reshuffle the tiles should be a strategic choice where the possibility of locking in needed tiles is not likely with how the tiles are arranged on the playing field.
Balance strategy and speed. Keep in mind strategy is required to clear the board, however scoring is based on how fast the tile matches are removed.
Try to stay a step ahead in the game. Always try to envision the possible moves available could result from each removed pair of tiles.
What makes the Tournament Games' Version of Pyramid Solitaire, MAKE 13, a Predominately Skill Based Game
- The main objective is to score points by arranging cards in stacks whose value total
- Kings are valued at thirteen points; Queens are valued at twelve points; and Jacks are worth eleven points. An ace is valued as one point. Cards two through ten are equal to the value on the face of the card.
- To score, the player must add cards into piles of two or more to make the total value of the cards 13.
- A player completes the round by removing all cards from the play field.
- A player clearing all cards from the play stacks area before the end of the round will receive a bonus. It is not necessary to clear the play stacks area to complete the round.
The basic object of Make 13 is to remove all cards from the Play Field and Play Stacks by clicking on cards that add up to 13. Cards values are: Ace=1, 2=2, 3=3, etc., Jack=11, Queen=12, King=13. Since a King has a value of 13 it can be removed by just clicking on it. All other cards have to be removed by clicking on two or more cards that add up to 13. (Examples: J+2; 7+6, Q+A, 9+3+A, etc.). You move to the next level once you have removed all cards from the Play Field. It is not necessary to remove all cards from the Play Stacks to move to the next level, but you do receive bonus points for doing so (see Super Bust below).
Scoring
For Limited Entry and Sprint to Score tournaments points are accumulated in three ways:
Move Points - Each time you remove a set of cards, points are added to the score. The number of points added is based on the value on the Move Timer at the time the move is completed. The faster you make a move the more points you get.
Run Bonus - A run consists of two or more card groups removed in a row. A run ends when you either select another card from the Deck or the Move Timer runs out before you make a move. Each time a group is removed the value of the Move Time is added to the Run Bonus Counter. When the run ends the total accumulated points are added to the score and the Run Bonus Counter is reset to zero.
Super Bust - A Super Bust occurs when you remove all cards from the Play Stacks , the Deck, and clear the Play Field with your last play.
The number of points you get for a Super Bust is determined by value remaining on the Level Counter. It continually decreases as the game goes on. When you clear the last card you get the number of points remaining on the counter added to your score. The faster you complete the level, the more points you can get.
For Sprint to Level games the number of points scored does not matter. The only concern is to clear the level and move to the next.
Game Levels
If a tournament is Open Ended, it has no set number of levels. You continue to play until you fail to bust the level. Open ended tournaments have the abbreviation OE in the Details column of the tournament list and also have a question mark (?)in the Games column.
If a tournament has a set number of levels, this will be indicated by a number value in the Games column of the tournament list. For example, if it has 5 in the Games column, then you can play five levels total regardless of whether you bust a level. If you run out of moves on a level and want to move to the next level, simply click on the Next Level Button (Green Arrow located under the Hi Score display) or wait for the Move Timer to expire. Do Not use the Quit button to end a level as this will end the game and you will lose valuable points.
In Sprint to Level (STL)tournament you play until you fail to bust a level or until you have cleared the indicated number of levels thus winning the tournament.
In a Sprint to Score (STS) tournament you play until you fail to bust a level or until you reach the target score thus winning the tournament.
Why Honey Maker is a Predominately Skill Based Game
- Your score is directly dependent on your speed and accuracy while placing the game pieces onto the playing field.
- The players in a tournament all play the same levels with the same in game boosts. No player has the ability to obtain additional boosts for an unfair advantage.
Level Type
Bonus Points
Glass Honeycomb Bonus
Some levels have glass honeycomb pieces. If you break all the glass pieces in the level, you earn an additional 2,000 points. To break the glass,
Bonus Goals
Some levels have extra bonus goals. Complete the goals and earn a Goal Bonus worth 2,000 points.
Star Bonuses
All levels have target score levels that when you reach each star level add 500 bonus points to your final score for that round.
Boosts
Bonus Moves
Adds 5 moves to the move counter in a level.
Timer Boost
Adds 5 seconds to the level timer in a level.
Shrink Boost
Adds 5 seconds to the level timer in a level.
Bee Bomb
Drag the bomb onto a honeycomb to destroy it.
Color Magic
Allows you to change the color of two pieces of honeycomb before playing them during the game.
Why Jewel Birds is a Predominately Skill Based Game
- Your score is directly dependent on your speed and accuracy while making matches and achieving goals during each level.
- The players in a tournament all play the same levels with the same in game boosts. No player has the ability to obtain additional boosts for an unfair advantage.
Match 3
Match 3 or more jewels to remove them from the board.
Flare Jewels
Match 4 jewels horizontally or vertically to generate a flame jewel.
Flame jewels explode other jewels around them when matched.
Flare Bombs
Match 5 jewels horizontally or vertically to generate a flare bomb.
This special jewel removes extra jewels from the board when matched.
Color Gems
Match 5 jewels in a crossing pattern to create a color gem.
When switched with a jewel the gem removes all the jewels of that color from the board.
Hawk Hammer
Use the Hawk Hammer by dragging it onto a jewel to remove it from the playing field.
Color Detonator
Drag the Color Detonator onto a jewel to remove all the jewels of that color from the playing field.
Bird Blast
Use the Bird Blast to create an explosion that will destroy the jewel you drag it on and everything directly around it.
Wing Missile
Use the Wing Missile by dragging it onto a column of jewels. It will blast off removing everything from the column and in the top row.
Super Bird
Charge up Super Bird by making matches during the game. When charged, drag Super Bird onto the playing field to remove everything from an entire row.
Why Trivia Shootout & Trivia Town is a Predominately Skill Based Game
- Your score is directly dependent on your speed and accuracy while answering the series of questions presented to you in each round of the game.
- The players in a tournament all play the same levels with the same in game boosts. No player has the ability to obtain additional boosts for an unfair advantage.
- The players in a tournament are all presented with the same questions which makes the difficulty of each round exactly the same for each player that enters into a specific tournament.
Overview
Both Trivia Shootout and Trivia Town are tournament style game that tests your knowledge and intellect over a broad scheme of topics. You have to think quickly as the questions for that specific round appear on the screen and answer as quickly as possible to gain the highest score.
Game Layout
- Timer – The time you have left to answer the current question before it skips to the next question.
- Score Counter – The current amount of points you have for that round of the game.
- Sound Control – Toggle the sounds and the music in the game on or off.
- Mega Bonus Bar – Displays your current progress of correct questions towards gaining Mega Bonus Points.
- Available Boosts – Displays the boosts available during the game.
- Progress Bar – Displays the current progress through the series of trivia questions for that round of the game.
Boosts
Gives you the correct answer when used.
Resets the current question giving you more time to decide on your answer.
Shuffles the order of the questions during that round of the game.
Once you have correctly answered 5 consecutive questions, the Mega Bonus Bar will fill to 100%. This will give you extra bonus point for each correct answer after the Bonus Run begins until you incorrectly answer a question.
Bonus Bar Trivia Town
Bonus Bar Trivia Shootout